/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h
Define our own Applied which gets called in both cases (Added or Executed).
void OnGameplayEffectApplied ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) & AppliedToASC, [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GESpec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & PredictionKey ) const